
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Karlach turns every first combat into two combats by untapping your attackers and granting first strike, then tacking on an extra combat phase. You curve out aggressive creatures, swing in, untap and swing again, and use the Background slot to push damage, draw, or evasion. Most games end by stacking damage triggers and extra combats into a lethal alpha strike.
Pick a Background that adds card draw or evasion (Raised by Giants for trample/Voltron, or one granting menace) and add mana doublers like Mana Echoes and Caged Sun to enable Aggravated Assault loops. Tighten the curve with efficient haste threats and protection (Heroic Intervention substitute via Boots/Greaves, Deflecting Swat) and add card advantage like Outpost Siege and impulse draw to fight red's grind problem. Finishers like Hellkite Charger and Godo, Bandit Warlord give redundant infinite-combat lines.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (R), by popularity.